Struct gdnative_common::ProximityGroup[][src]

pub struct ProximityGroup { /* fields omitted */ }

core class ProximityGroup inherits Spatial (unsafe).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

Non reference counted objects such as the ones of this type are usually owned by the engine.

ProximityGroup is an unsafe pointer, and all of its methods are unsafe.

In the cases where Rust code owns an object of this type, for example if the object was just created on the Rust side and not passed to the engine yet, ownership should be either given to the engine or the object must be manually destroyed using ProximityGroup::free.

Feature flag

This type is behind the gdnative crate's common feature flag.

Class hierarchy

ProximityGroup inherits methods from:

Methods

impl ProximityGroup
[src]

Constructor.

Because this type is not reference counted, the lifetime of the returned object is not automatically managed. Immediately after creation, the object is owned by the caller, and can be passed to the engine (in which case the engine will be responsible for destroying the object) or destroyed manually using ProximityGroup::free.

Manually deallocate the object.

Inherited from Spatial.

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Up-cast.

Up-cast.

Up-cast.

Generic dynamic cast.

Trait Implementations

impl Copy for ProximityGroup
[src]

impl Clone for ProximityGroup
[src]

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

impl Debug for ProximityGroup
[src]

Formats the value using the given formatter. Read more

impl GodotObject for ProximityGroup
[src]

impl ToVariant for ProximityGroup
[src]

impl Free for ProximityGroup
[src]

impl QueueFree for ProximityGroup
[src]

Auto Trait Implementations